/*
 * Copyright (C) 2024 Huawei Device Co., Ltd.
 * Licensed under the Apache License, Version 2.0 (the 'License');
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an 'AS IS' BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef IMAGE_KNIFE_C_KEKE_GPU_BRIGHTNESS_FILTER_H
#define IMAGE_KNIFE_C_KEKE_GPU_BRIGHTNESS_FILTER_H

#include "gpu_transform.h"
namespace ImageKnifePro {

class GPUBrightenFilter : public GPUTransform {
public:
    GPUBrightenFilter(float brightness) : brightness_(brightness)
    {
    }
private:
    float brightness_ = 0;

    const char *GetFragmentShaderString() const override
    {
        const char *brightFShaderStr =
            "#version 300 es\n"
            "precision highp float;\n"
            "in vec2 v_texCoord;\n"
            "uniform lowp sampler2D s_TextureMap;\n"
            "uniform lowp float brightness;\n"
            "layout(location = 0) out vec4 outColor;\n"
            "void main()\n"
            "{\n"
                "lowp vec4 textureColor = texture(s_TextureMap, v_texCoord);\n"
                "\n"
                "outColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);\n"
            "}";
        return brightFShaderStr;
    }

    void UniformValue() override
    {
        GLuint program = GetProgramObject();
        GLuint loc = glGetUniformLocation(program, "brightness");
        glUniform1f(loc, brightness_);
    }
};

}

#endif //IMAGE_KNIFE_C_KEKE_GPU_BRIGHTNESS_FILTER_H
